SFIV Chun Li General - Fellowship of the Thigh v.2

Anyone have a more damaging punish combo for 2 bars than this?

Cl HK xx HK Legs FADC LK Legs > Cl. HP xx HK SBK
397 Dmg
650 Stun

Tested on Yun. I know it works on Akuma… So similar characters to them, should also work. Not bad if I say so myself. =] All the links you have to execute are all cushy 3-frame links, as well. Easy to hit confirm, part of a frame trap routine, safe on block… what more can you ask.

Part of a longer combo that uses 4 bars that leads to a stun reset. =)

Cl HK xx HK Legs FADC Cl HK xx HK Legs FADC LK Legs > Cl. HP xx MK SBK

It works, but is a bit more execution heavy.
Theoretically 792 stun and probably just over 400 damage. +2 mix-up from MK SBK gives you some free guesses for the required amount of stun.

More damaging punish? I can barely even do that combo. :mess:

P.s. Chutney if your buttons are sticking have you tried taking them out and cleaning them? I have to clean mine once every couple of months and the buttons feel all new and magical afterwards. :slight_smile:

cleaning them works wonders.

cr.hp xx legs as a block string is pretty good. it builds a lot of meter and is great as a pressure tool and leads to a lot of frame traps

cr.mk whiffs after it on the following characters:

Crouching and standing
Abel
Honda
Seth
Sagat
Hakan
Blanka (do it fast)
Gief
Rog
Hugo

this means you dont need to confirm into super or ex legs from it. If they press shit they’re getting hit. The only option is backdash or some invincible move. I think its advantageous for chun.

Im pretty sure if you see them blocking high you can use cr.mk on anyone and it whiffs.

Blanka is weird because you CAN hit him with it depending on where his animation is when hes holding down back (I hate this damn character)

I will try that… I’m afraid to break it, but it’s worth a try.

As for the combo, I think it is easier than loops. I can’t do loops consistently enough to do amazing combos off it, but I have a feeling this might still be more efficient than the standard loop combos.

To do Cl. hk xx HK legs:
Input: Hk~mk~lk + HK x 2

For FADC LK legs
Make sure you are holding forward then MP/MK + Forward + Hk~mk~lk + LK

Then for Cl. HP xx HK SBK
Let stick go neutral then Cl. HP and up+HK for Cl. HP xx HK SBK

So I guess it’s broken down into 3 little techniques. Those are the hard parts, but at least they are all 3 frame links, right?

Also, on characters it works on Cl. HK xx HK~MK Legs > Cr. MK xx EX Legs does 298 damage, which is also better than the Cr. HP cancel. Just slightly more character specific.

St. MP is also a 2 frame link into EX Legs for 180 dmg.
-This is not the Swedish firecracker, which you have to be on crack to hit-confirm. This is buffering EX Legs while you poke, and Plinking EX Legs when you confirm a hit.

Momochi won South East Asia Major today, with Ken beating BonChan Sagat, Kazunoko Yun, and Tokido Akuma. He won using almost pure footsies. So what is a Chun player’s excuse for not being able to confirm EX legs from St. MP?

Momochi also combo’d off his counter-hit step kick. So… I know I have done it a few times by luck, so it’s not impossible.

Why not train to confirm EX Legs off counter-hit step-kick? It is 200 damage from a pretty decent poke.

I think this kind of training can be fun. EX Legs is probably Chun’s best knockdown in Ultra.

I think this is how I want my Chun to be at least in my dreams, but like sharing. Kind of a nice theoretical model to aspire to. A Chun that doesn’t chip your life away with pokes, but actually does respectable damage with a good knock-down… =)

When you say Cr. HP xx Legs, do you mean the whole 8 hits?

My execution for this move is weird. Piano still gets me the most consistent results, but I am practicing a lot of different ways because I can’t decide which I like better. I can consistently cancel into LK legs and MK legs, but my finger wants to be too slow for HK legs. =<

I regularly land st.mp ->ex legs in matches. its one of my main strategies. Its a great punish tool and if you know your spacing you can just do it because the only way it hits is if they do something.

if anyone struggles with st.mp ex legs, https://www.youtube.com/watch?v=q0-gp9s0nIY

Yeah, I think its something like 8 hits. I slide and I get it instantly. I never really screw up the first part. When I go for a loop combo, I often mess up and do the wrong version of legs. But im starting to fix that.

Hmm, ok, I will test that out more as well. The only thing I am wondering about is wouldn’t EX Legs whiff at max range and beyond? That’s what turned me off to it as something that was not hit-confirmable…

I’ve never had the issue of EX legs whiffing on st.mp. It hits less at certain ranges, so you cant reliably get U2, but its still a good tool. Its difficult to explain the ranges at which I use it, but I never really have that problem.

I’m a big st.mp xx ex legs person as well. Just recently though, it took a bit of practice (well, a lot for me because I’m challenged) to be able to use it in a match. While writing this I used it in a match and got me an U1 juggle in the corner. :slight_smile: Its nice that ex legs recovers fast, in case you do happen to whiff.

I do think it’s hit confirmable though, I mean especially on a CH I feel like you have a century to get ex legs out.

Yeah its REALLY tough to confirm, I’d rather just option select it based on the range im at. I use that with b+mk as well and I swear I land that shit more than anyone.

the method I suggest makes it easier to confirm though, because if you have super fast reactions, confirming is just a matter of pressing mk+hk

i can hit confirm st.mp with or w/o CH

but against focus attacks just do st.mp xx ex legs, if you do st.mp, ex legs you may ended up crumpled.

same for whiff punish, do not link ex legs, is easier to just cancel it, you already know that st.mp is going to hit in this case.

Cr fp into lk legs works as a block string / counter hit combo on more characters, and from further away since it has less push back, although obviously it’s +6/+2 instead of +7/+3.

It whiffs all the time. The ranges are character specific, and it hits at shorter than normal range against crouchers, and doing the link instead of the cancel for the hit confirm shortens the range again.

This doesn’t make it not useful, or even bad, the 3 hit ex legs version does 423 into u2, or 451 into u1, I’ll take that for footsie damage when I can get it, and it’s kind of amazing for whiff punishing lots of standing normals, but it does limit it’s use.

Not sure if Ian has mentioned this already, but anyone we had safe jump setups on off forward throws (Cammy j.LK unblockable comes to mind), those setups still work even with the addition of delayed wakeup.

After a throw on Cammy, dash forward as normal. By this time you should see the “Technical” if they performed a delayed wakeup. If you see it, press jab then hold up-forward to jump. If not, just hold up-forward and do the safe jump as usual. This works because stand jab is 10 frames, which is the amount of time delayed wakeup delays by.

Also pretty sure the same setup works on Decrapper.

Again all credit goes to Iansanity for this one, I didn’t find it. Just sharing it.

Actually, delayed wakeup is 11 frames, but since the dash safejump is position based more than time based, and generally we’ll fuck up the timing slightly anyway, it’s all good.

I only ever cancel, instead of confirming, I’d rather just use the ranges so that if they press anything i get them or if they do something where I know itll work (focus attack for example)

The best 2 bar combos I’d seen before this were around 360 damage, which wasn’t really worth it if you could do the legs loops stuff (although I can’t reliably). Stun fluctuates a lot, and there might be ones that do more stun, but this is likely more practical, with it’s lack of one frame links.

That combo seems absurdly hard to do on Ryu, after the lk legs, I needed to walk forward a bit pressing hp or I’d get a far hp, but I think it’s doable, which gives me hope, since Ryu’s hitbox is not large.

I really like the combo, the nice corner carry doesn’t hurt, so I’ll put some time into landing it more reliably (at all), and checking how many characters it works on.

This is probably the most damage you can get off of 2 bars because of the odd situation where you’re actually close enough to land a cl. HP xx HK SBK ender after all of that.
Cl. HK xx HK Legs(~MK Legs) -> ender would give you more stun overall, but it’s never going to surpass the damage of HK SBK (with a whopping base damage of 210). 350-397 isn’t bad at all for 2 bars though, and don’t sleep on the stun as Chun has amongst the highest stun output in the game through her punish combos.

Question: Can you do that combo outside of the corner? I couldn’t pull it off midscreen, because the pushback of LK Legs seemed to be too far.

-Some healthy corner damage: CH Cl. HK xx MK HSU, cr. LP xx EX Kikoken, EX Legs, EX SBK, Ultra 1 juggle for 606 damage and 730 stun.

-Stylish combo in the corner that uses (a.k.a “wastes”) 5 bars: cl.HK xx HK Legs, FADC, cl. HK xx HK Legs, FADC, cl. MP xx HK Legs~MK Legs, cr. HP xx HK Legs~MK Legs, cr. HP xx LK SBK, EX Legs- 420 damage, 789 Stun (460 damage with Ultra 1 added at the end).

Ugh, you are right Darklight. It only works in the corner, but it seems to even work on Ryu in the corner which is kinda cool.

Midscreen, if you cancel after the second hit, you will be able to combo into Cl. HP xx HK SBK… Turns the damage into 367, stun 600… I believe the damage is still pretty good but maybe there is a more damaging one midscreen… Nice that it seems not to be too character specific, even working on Ryu…

Again because I’ve been away for a while since USF4 came out I haven’t taken the time to read through everything so I’m sorry if this has been mentioned before.

What are people’s followups on Poison after landing Hazanshu? If Poison is standing, even deep-hitting Hazanshu makes cr.MK and cr.LK followup links whiff because of her wonky hitbox. The problem is not so bad if she’s crouching, but her standing hitbox is very, very, very weird.